LUMINA GI: Real time Voxel based Global Illumination is an asset that can apply true indirect lighting to a scene with easy setup. The system is fully real time and use sun & mesh shaped light sources
IMPORTANT: The system requires Unity 2021.3 & above with URP renderer set to Deferred mode & due to the complexity and technical methods supports only LTS versions. Also does not support VR, Mobile, Mac because uses Geometry Shaders, WebGL, special modes like SRP batcher and Consoles. Unity 6 URP Render Graph pipeline mode (and Forward+ in 2022.3) is supported in LUMINA 2024.
LUMINA GI: Voxel based Real time Global Illumination is a new system for true voxel based global illumination that will locally remain fully stable and respect off screen lights. The system is fully real time and does not require any form of baking like SDF solutions, uses sun, local & mesh shaped light sources.
The system is targeting Windows desktop development, ideally for stronger machines, as the effect can be heavy, especially if not use the included optimization factors.
IMPORTANT:
Note this is the first Beta version of LUMINA: Voxel based Real time Global Illumination, the system will be in Beta phase for some time until all features are realized and has been tested more extensively. If you like the system please remember to leave a review, it helps a lot with the constant development and adding new extra features. LUMINA is based on the open source SEGI project, that is made for the Standard Pipeline.
LUMINA can make use of DX12 or Vulkan to function in all GPUs due to the swapchain Unity bug in DX11 and NVIDIA GPUs. A DX11 mode is now also available and it is set as default recommended mode in the latest version where the swapchain issue has been resolved, with DX12 offered as an optional mode.
Features:
– Fully real time, true Global Illumination system for the Universal Rendering Pipeline.
– Voxel based solution (Not based on screen space) for zero local change of the lighting or flickering as the camera rotates and moves around.
– No baking or preprocessing of any kind is required. The system is not using SDFs, any kind of scene light or reflection probes and everything is in real time, supporting procedurally changing geometry and worlds.
– Creates a volume representation of the scene, which can be used as a style as well, this aspect will be work in progress for offering a special stylistic voxel look of the whole scene directly.
– Grabs color from both main color and object textures, for maximum realism.
– Ambient Occlusion embedded to the GI solution.
– Multiple optimizations factors (Full or Half resolution rendering of the effect – Low, High and Insane voxel resolution options – Cones number and lighting calculations steps – Update per a number of seconds or per distance travelled)
– Easy setup, a single script on camera configures the pipeline and the effect directly, minor changes are required in the renderers after that setup, described in the manual and the Video Tutorial.
– Supports big number of mesh shaped lights, mesh lights are configured with emissive color and texture, set HDR color powerto zero to stop the effect, above zero to cast light and the main color alpha to further control the light power.